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This is required to handle materialized values, and for constant expressions. Bug: tint:1504 Change-Id: Ie0177f148e08a0e1a3f4d7e06e283f121655804b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92080 Commit-Queue: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com>
65 lines
1.3 KiB
GLSL
65 lines
1.3 KiB
GLSL
#version 310 es
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ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) {
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return texelFetch(tint_symbol_1, coords, level);
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}
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uniform highp isampler2D arg_0_1;
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void doTextureLoad() {
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ivec4 res = textureLoad2d(arg_0_1, ivec2(0), 0);
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}
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vec4 vertex_main() {
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doTextureLoad();
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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precision mediump float;
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ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) {
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return texelFetch(tint_symbol_1, coords, level);
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}
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uniform highp isampler2D arg_0_1;
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void doTextureLoad() {
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ivec4 res = textureLoad2d(arg_0_1, ivec2(0), 0);
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}
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void fragment_main() {
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doTextureLoad();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) {
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return texelFetch(tint_symbol_1, coords, level);
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}
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uniform highp isampler2D arg_0_1;
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void doTextureLoad() {
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ivec4 res = textureLoad2d(arg_0_1, ivec2(0), 0);
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}
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void compute_main() {
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doTextureLoad();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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